Comments

Comment by lyom

Shoop Da Whoop!

I'M A' FIRIN' MAH LAZER!

Comment by Syio

When I first encountered the boss, the first and only thing occurring to me upon seeing this spelt cast was Oondasta suddenly breaking out in pinky lacy dress and going, "I'm FABULOUS!" before killing dozens of players.

Yeah... that's largely what 'frill' makes me think of.

Comment by sorsa

Monk tanks: Despite being a fire damage attack, this can be staggered! (It is still affected by Diffuse Magic, never tried Dampen Harm for Frill Blast) I noticed this when I ran out of CDs and was ready to get 1 shot by the next frill blast, to my shock i survived without any cds and Oon was already at 6 stacks, but then immediately died to 124k ticks of Stagger.. keep your finger on Purifying Brew, it's ballin' against Oon!

Comment by Terrassen

It is absolutely crucial that the healers are ready to apply a defensive cooldown on the tank once all their owns are on cooldown and waiting for them to recharge.

It's always better to have one tank with the best gear survive, than to have him die while several other tanks will get one-shotted and in the end let Oondasta rampage on the raid. To avoid the typical scenario when this ability will wipe the raid with only a few alive.

Comment by hersfold

The purpose of this ability is, of course, to kill everyone it touches; it's the main mechanic to the Oondasta encounter, and failing to handle this properly means your entire raid will die in one fell swoop. However, it's very important to note that this is NOT an insta-kill ability. It generally has that effect due to the extremely high amount of damage it does, but it can be survived through the well-timed and judicious use of certain tank abilities. Of course, all of this depends on your healers patching you up very well immediately afterward, and that you're doing the encounter properly by having only one tank in the line of fire at a time and nobody else.

Anyway, tanks have a number of "near invincibility" abilities that enable them to take, defer, or absorb very large amounts of damage. Using one of these abilities just as the big dino starts charging up his frill can allow you to survive that attack. Of course, most of these abilities contain very long cooldowns, so most likely you're only only going to survive one blast, maybe two, before you die anyway, but that survival could help your other tanks get past their resurrection timers and get back in the fight.

Ardent Defender - Absorbs 20% of damage, meaning you'll still get a fatal amount of damage, but then the second part of this buff kicks in, allowing you to survive at 15% health. 3 minute cooldown.

Divine Protection - Absorbs 40% of magical damage, meaning you'll get 480,000 damage at the most. 1 minute cooldown. NOTE: This one only works if you don't have - with that glyph, you'll only absorb 20% of damage, meaning you'll be taking 640,000 damage. Might be survivable for a well-geared tank with a number of buffs, but you'll be on your last legs all the same.

Blood Death Knight

Anti-Magic Shell - Absorbs 75% of magical damage, up to 50% of your maximum health. Will also generate a lot of runic power, but only lasts for 5 seconds, so time this well. 45 second cooldown.

Icebound Fortitude - Absorbs 50% of all damage (assuming you are in fact a Blood DK), meaning you'll get 400,000 damage at the most. 3 minute cooldown.

- Absorbs 20% of all damage, so still getting 640,000 damage, but you may be able to pair this with other shielding abilities to survive. 1 minute cooldown.

Anti-Magic Zone - Absorbs 75% of magical damage, but will immediately break after Frill Blast. Will also protect any stupid noobs on the wrong side of Oondasta. 2 minute cooldown.

Druid

Barkskin - Absorbs 20% of all damage, so still getting 640,000 damage, but you may be able to pair this with other shielding abilities to survive. 1 minute cooldown.

Zen Meditation - Absorbs 90% of all damage, but will break on any melee attacks, so be sure you've killed off all the nearby trash and you cast this at the last possible moment. 3 minute cooldown.

Fortifying Brew - Absorbs 20% of all damage, increases maximum health by 20%, and increases Stagger by 20% meaning you'll get 640,000 damage at the most, but the increased health may make it survivable, and you can remove most of the Stagger damage with Purifying Brew. 3 minute cooldown.

Dampen Harm - Reduces by 50% the damage of the next three attacks dealing more than 20% of your maximum health. Level 75 talent. 90 second cooldown.

Invoke Xuen, the White Tiger - Invokes a tiger who taunts your target, allowing you to run behind and so survive. However, since Oondasta is immune to taunts, this may not work. Can a monk confirm? 3 minute cooldown.

Unfortunately, any abilities that confer TOTAL invincibility for a period of time (such as Divine Shield) will cause far more harm than good. Casting any of these will cause Oondasta to recognize that it's pointless trying to attack you. You won't lose any threat, but he will switch his attentions to the next most threatening tank, who, if you're doing things properly, is standing behind Oondasta with the rest of the raid. If you cast the spell while Oondasta is casting Frill Blast, the raid has no time to respond, they all die, and it's all your fault. So don't cast these.

Additionally, note that spell-reflecting abilities (such as Spell Reflection) won't work either - you're still going to die.

Please note that I've no direct experience with tanks other than Protection Paladins, so if any of the above is inaccurate, please leave a note below and I'll fix it.